New Group Methods and events

[code]:PromptGroupJoin(int GroupID)

Will, if the player has a free group slot, prompt them to join a group. Any join requests will be approved automatically.[/code]

[code].PromptGroupJoinFinished

Event which is fired when the a player responds to a group join prompt. Returns:

Int GroupID
Bool JoinedGroupSuccesful[/code]

[code]:ChangeRank(int GroupID, Instance Player, Int GroupRank)

Will change the rank of the player in the group specified to that of the one given by the GroupRank parameter.

Returns true on success and false on error.
[/code]


:ExilePlayerFromGroup(int GroupID, Instance Player)

Exiles player Player from the group with ID GroupID.

Edit: I know that it is possible to change ranks and exile players using the HttpService, but it would be nice to have proper support for it.

35 Likes

Shedletsky just told us in the other forum, that this was coming.

2 Likes

Uhm, instead make them local script only so I canā€™t use someone elseā€™s player instance and change my own rankā€¦

Nonetheless, itā€™s nice.

[quote] Uhm, instead make them local script only so I canā€™t use someone elseā€™s player instance and change my own rankā€¦

Nonetheless, itā€™s nice. [/quote]

I was thinking serverside script only. Permissions for those functions would be based on whether or not the group owner had the correct permissions on the website.

[quote] Uhm, instead make them local script only so I canā€™t use someone elseā€™s player instance and change my own rankā€¦

Nonetheless, itā€™s nice. [/quote]

I would have suggested local script only the the player awarding the promotions is required to be of the correct rank. Or the creator if itā€™s server invoked and should only work if itā€™s a child of ServerScriptService to stop replication meaning that users canā€™t change their own ranks.

1 Like

Only when a option to opt-out or a ā€˜donā€™t ask me againā€™ button is in place.

[quote] Shedletsky just told us in the other forum, that this was coming.

http://developer.roblox.com/forum/general-discussion/1464-why-apocalypse-rising-will-not-use-universes#16279 [/quote]

This isnā€™t meant to offend you, but is English your first language? That isnā€™t what he was sayingā€¦ at all.

Iā€™d really rather not have the ability to exile users via script.

However, there are some up here that I agree with:
:PromptGroupJoin(int GroupID)
.PromptGroupJoinFinished

I think we also need:

:IsAllyOf(int GroupID)

Returns:
true/false if the player is in a group officially allied with the group in the parameter.
:IsEnemyOf(int GroupID)

Returns:
true/false if the player is in a group which is on the group in the parameter's enemy list.
2 Likes

[quote] I think we also need:

:IsAllyOf(int GroupID)

Returns:
true/false if the player is in a group officially allied with the group in the parameter.

[code]
:IsEnemyOf(int GroupID)

Returns:
true/false if the player is in a group which is on the group in the parameterā€™s enemy list.
[/code] [/quote]

You can use this though :smiley: http://robloxapi.janberktold.com/docs/

[quote] I think we also need:

:IsAllyOf(int GroupID)

Returns:
true/false if the player is in a group officially allied with the group in the parameter.

[code]
:IsEnemyOf(int GroupID)

Returns:
true/false if the player is in a group which is on the group in the parameterā€™s enemy list.
[/code] [/quote]

You can use this though :smiley: http://robloxapi.janberktold.com/docs/[/quote]

Itā€™d still be nice for them to be official methods

[quote]

Itā€™d still be nice for them to be official methods [/quote]

http://apiroblox.netne.net/

Thereā€™s also this.

[quote] Shedletsky just told us in the other forum, that this was coming.

http://developer.roblox.com/forum/general-discussion/1464-why-apocalypse-rising-will-not-use-universes#16279 [/quote]

This isnā€™t meant to offend you, but is English your first language? That isnā€™t what he was sayingā€¦ at all.[/quote]
Heā€™s like Swedish or something

But what about people ranking themselves up via scripts in their own games?

The group would have to be owned by the place owner

Yeah thereā€™d need to be a CheckRank/Permissions function.

The group would have to be owned by the place owner[/quote]

Yeah, thatā€™s what I was thinking.

[quote] [quote=ā€œMaster3395ā€ post=16280]Shedletsky just told us in the other forum, that this was coming.

http://developer.roblox.com/forum/general-discussion/1464-why-apocalypse-rising-will-not-use-universes#16279 [/quote]

This isnā€™t meant to offend you, but is English your first language? That isnā€™t what he was sayingā€¦ at all.[/quote]
Heā€™s like Swedish or something[/quote]

Iā€™m norwegian.

[quote]

Itā€™d still be nice for them to be official methods [/quote]

http://apiroblox.netne.net/

Thereā€™s also this.[/quote]

I guess everyone is just posting their Roblox Apis: robloxapi.com

I think that this is a fantastic idea, especially if you throw in woot3ā€™s method of security. Full support.

[quote]
I would have suggested local script only the the player awarding the promotions is required to be of the correct rank. Or the creator if itā€™s server invoked and should only work if itā€™s a child of ServerScriptService to stop replication meaning that users canā€™t change their own ranks. [/quote]

I can see this being potentially problematic, as I have a Script Builder on my account, and I also own several fairly popular groupsā€¦ :\

I could obviously sandbox it, but thereā€™s going to be a period from when ROBLOX releases the feature to when the game is actually updatedā€¦ You know, a good idea for when ROBLOX comes out with these potentially exploitable methods: Only enable them if the game was last updated after the functions were released. That wouldā€™ve been pretty important for that SavePlace thing (Now I have like 400 extra versions on my SB because people like loopsaving for some reason)

Also, why is everyone and their mother making a ROBLOX API? And why are they just copying the official docsā€™ theme? Honestly, I wouldnā€™t use anyoneā€™s ROBLOX API because it just isnā€™t reliable. I have no way of knowing that your API will actually be working. Meh.